Sure, I've used mocap in some of my character's animations. Bought them from
http://www.e-motek.com/entertainment/stockmoves/index.html You can download them for free if you're not using them commercially.
You need to convert any mocap data into a format that you can load into your animation program. In my case, I use .bvh that I can load onto 3ds Max biped.
Keep in mind that places like EA have their own multi-million dollar mocap studios at their disposal. Also keep in mind that this is not something you're going to pick up in an afternoon's time. First, you'll need to learn your animation program inside and out. What software are you using currently? Then you'll need to learn how animations fit in FPSC. Look at a character's FPE file, and also in the manual, to see how everything fits together.
Just don't get your heart set on acting out elaborate motions like you see in big budget games, and magically transferring that into FPSC with a few mouse clicks. That ipisoft system looks interesting though.
What I do sometimes is what is called "poor man's mocap". I'll set up two digital cameras at 90 degree angles and make a video of myself going through some motions. Then I will keyframe animate a character, trying to match key poses from the videos as closely as possible. It doesn't match the subtlety of real mocap, but it works pretty well.
----------------------------------------
"bond1 - You see this name, you think dirty."